// -*- Mode : c++ -*-
//
// SUMMARY  :
// USAGE    :
// ORG      :
// AUTHOR   : Frederic Hecht
// E-MAIL   : hecht@ann.jussieu.fr
//

/*

 This file is part of Freefem++

 Freefem++ is free software; you can redistribute it and/or modify
 it under the terms of the GNU Lesser General Public License as published by
 the Free Software Foundation; either version 2.1 of the License, or
 (at your option) any later version.

 Freefem++  is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 GNU Lesser General Public License for more details.

 You should have received a copy of the GNU Lesser General Public License
 along with Freefem++; if not, write to the Free Software
 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
 */

#include <stdlib.h>
#include <math.h>
#include <limits.h>
#include <time.h>
#if (defined(unix) || defined(__unix)) && !defined(__AIX)
#define SYSTIMES
#include <sys/times.h>
#include <unistd.h>
#endif
#ifdef DRAWING
#include "rgraph.hpp"
#endif

#ifndef MESH2_H_
#define MESH2_H_

extern long verbosity;
extern int SHOW;
#include "meshtype.h"

#include "error.hpp"

#include "R2.h"

namespace bamg {

  const double Pi = 3.14159265358979323846264338328;
  const float fPi = 3.14159265358979323846264338328;

  class MeshIstream;
  class OFortranUnFormattedFile;
  class IFortranUnFormattedFile;

  extern int hinterpole;

  typedef P2< Icoor1, Icoor2 > I2;

  inline int BinaryRand( ) {
#ifdef RAND_MAX
    const long HalfRandMax = RAND_MAX / 2;
    return rand( ) < HalfRandMax;
#else
    return rand( ) & 16384;    // 2^14 (for sun because RAND_MAX is not def in stdlib.h)
#endif
  }

  typedef P2< Real8, Real8 > R2;
  typedef P2xP2< Int2, Int4 > I2xI2;
  typedef P2< Real4, Real8 > R2xR2;

}    // namespace bamg

#include "Metric.h"

namespace bamg {
  inline float OppositeAngle(float a) { return a < 0 ? fPi + a : a - fPi; }
  inline double OppositeAngle(double a) { return a < 0 ? Pi + a : a - Pi; }

#ifdef DRAWING
  extern Real4 xGrafCoef, yGrafCoef, xGrafOffSet, yGrafOffSet;
  extern R2 GrafPMin, GrafPMax;
  extern Real8 Grafh;
#endif

  Icoor2 inline det(const I2 &a, const I2 &b, const I2 &c) {
    Icoor2 bax = b.x - a.x, bay = b.y - a.y;
    Icoor2 cax = c.x - a.x, cay = c.y - a.y;
    return bax * cay - bay * cax;
  }

  // def de numerotation dans un triangles
  static const Int2 VerticesOfTriangularEdge[3][2] = {{1, 2}, {2, 0}, {0, 1}};
  static const Int2 EdgesVertexTriangle[3][2] = {{1, 2}, {2, 0}, {0, 1}};
  static const Int2 OppositeVertex[3] = {0, 1, 2};
  static const Int2 OppositeEdge[3] = {0, 1, 2};
  static const Int2 NextEdge[3] = {1, 2, 0};
  static const Int2 PreviousEdge[3] = {2, 0, 1};
  static const Int2 NextVertex[3] = {1, 2, 0};
  static const Int2 PreviousVertex[3] = {2, 0, 1};

  Int4 AGoodNumberPrimeWith(Int4 n);

  // remark all the angle are in radian beetwen [-Pi,Pi]

  class Geometry;
  // static Geometry *NULLGeometry=0;
  class Triangles;
  class Triangle;
  class QuadTree;
  class GeometricalEdge;
  class VertexOnGeom;
  class VertexOnEdge;
  /////////////////////////////////////////////////////////////////////////////////////
  const int IsVertexOnGeom = 8;
  const int IsVertexOnVertex = 16;
  const int IsVertexOnEdge = 32;
/////////////////////////////////////////////////////////////////////////////////////
#ifndef NOTFREEFEM
  class ErrorMesh : public Error {
   public:
    const Triangles *Th;
    ErrorMesh(const char *Text, int l, const Triangles *TTh = 0, const char *t2 = "")
      : Error(MESH_ERROR, "Meshing error: ", Text, "\n number : ", l, ", ", t2), Th(TTh) {}
  };
#endif

  class Direction {    //
   private:
    Icoor1 dir;

   public:
    Direction( ) : dir(MaxICoor){};    //  no direction set
    Direction(Icoor1 i, Icoor1 j) {
      Icoor2 n2 = 2 * (Abs(i) + Abs(j));
      Icoor2 r = MaxICoor * (Icoor2)i;
      Icoor1 r1 = (Icoor1)(2 * (r / n2));    // odd number
      dir = (j > 0) ? r1 : r1 + 1;           //  odd -> j>0 even -> j<0
    }
    int sens(Icoor1 i, Icoor1 j) {
      int r = 1;
      if (dir != MaxICoor) {
        Icoor2 x(dir / 2), y1(MaxICoor / 2 - Abs(x)), y(dir % 2 ? -y1 : y1);
        r = (x * i + y * j) >= 0;
      }
      return r;
    }
#ifdef DRAWING
    void Draw( ) {
      if (dir != MaxICoor) {
        Icoor2 x(dir / 2), y1(MaxICoor / 2 - Abs(x)), y(dir % 2 ? -y1 : y1);
        R2 D(x, y);
        double eps = Grafh / Norme2(D) / 20;
        D = D * eps;
        rmoveto(D.x, D.y);
      }
    }
#endif
  };
  /////////////////////////////////////////////////////////////////////////////////////
  class Vertex {
   public:
    I2 i;    // allow to use i.x, and i.y in long int (beware of scale and centering)
    R2 r;    // allow to use r.x, and r.y in double
    Metric m;
    Int4 ReferenceNumber;
    Direction DirOfSearch;
    union {
      Triangle *t;    // one triangle which contained  the vertex
      Int4 color;
      Vertex *to;            // use in geometry Vertex to now the Mesh Vertex associed
      VertexOnGeom *on;      // if vint 8; // set with Triangles::SetVertexFieldOn()
      Vertex *onbv;          // if vint == 16 on Background vertex Triangles::SetVertexFieldOnBTh()
      VertexOnEdge *onbe;    // if vint == 32 on Background edge
    };
    Int1 vint;    // the vertex number in triangle; varies between 0 and 2 in t
    operator I2( ) const { return i; }            // operator de cast
    operator const R2 &( ) const { return r; }    // operator de cast
    //  operator  R2 & () {return r;}// operator de cast
    Real8 operator( )(R2 x) const { return m(x); }
    operator Metric( ) const { return m; }    // operator de cast
    Int4 Optim(int = 1, int = 0);
    //  Vertex(){}
    //  ~Vertex(){}
    Real8 Smoothing(Triangles &, const Triangles &, Triangle *&, Real8 = 1);
    int ref( ) const { return ReferenceNumber; }

    friend ostream &operator<<(ostream &f, const Vertex &v) {
      f << "(" << v.i << "," << v.r << MatVVP2x2(v.m) << ")";
      return f;
    }
    inline void Set(const Vertex &rec, const Triangles &, Triangles &);

#ifdef DRAWING
    void Draw(Int4 = -1) const;
    void MoveTo( ) const { rmoveto(r.x, r.y); }
    void LineTo( ) const { rlineto(r.x, r.y); }
#endif
  };

  double QuadQuality(const Vertex &, const Vertex &, const Vertex &, const Vertex &);

  // extern Vertex *Meshend , *Meshbegin;

  /////////////////////////////////////////////////////////////////////////////////////
  class TriangleAdjacent {
    friend ostream &operator<<(ostream &f, const TriangleAdjacent &ta) {
      f << "{" << ta.t << "," << ((int)ta.a) << "}";
      return f;
    }

   public:
    Triangle *t;    // le triangle
    int a;          // le numero de l arete

    TriangleAdjacent(Triangle *tt, int aa) : t(tt), a(aa & 3){};
    TriangleAdjacent( ){};

    operator Triangle *( ) const { return t; }
    operator Triangle &( ) const { return *t; }
    operator int( ) const { return a; }
    TriangleAdjacent &operator++( ) {
      a = NextEdge[a];
      return *this;
    }
    TriangleAdjacent operator--( ) {
      a = PreviousEdge[a];
      return *this;
    }
    inline TriangleAdjacent Adj( ) const;
    int swap( );
    inline void SetAdj2(const TriangleAdjacent &, int = 0);
    inline Vertex *EdgeVertex(const int &) const;
    inline Vertex *OppositeVertex( ) const;
    inline Icoor2 &det( ) const;
    inline int Locked( ) const;
    inline int GetAllFlag_UnSwap( ) const;
    inline void SetLock( );
    inline int MarkUnSwap( ) const;
    inline void SetMarkUnSwap( );
    inline void SetCracked( );
    inline int Cracked( ) const;
  };    // end of Vertex class

  /////////////////////////////////////////////////////////////////////////////////////
  class Edge {
   public:
    Vertex *v[2];
    Int4 ref;
    GeometricalEdge *on;
    Vertex &operator[](int i) { return *v[i]; };
    Vertex *operator( )(int i) { return v[i]; };

    void ReNumbering(Vertex *vb, Vertex *ve, Int4 *renu) {
      if (v[0] >= vb && v[0] < ve) v[0] = vb + renu[v[0] - vb];
      if (v[1] >= vb && v[1] < ve) v[1] = vb + renu[v[1] - vb];
    }

    const Vertex &operator[](int i) const { return *v[i]; };
    R2 operator( )(double t) const;    // return the point
    //                                on the curve edge a t in [0:1]
    Edge *adj[2];    // the 2 adj edges if on the same curve
    int Intersection(const Edge &e) const {
      if (!(adj[0] == &e || adj[1] == &e))
        cerr << "Bug : Intersection " << (void *)&e << "  " << adj[0] << " " << adj[1] << endl;
      assert(adj[0] == &e || adj[1] == &e);
      return adj[0] == &e ? 0 : 1;
    }
    Real8 MetricLength( ) const;
    inline void Set(const Triangles &, Int4, Triangles &);

#ifdef DRAWING
    void Draw(Int4 = -1) const;
#endif
  };    // end of Edge class

  /////////////////////////////////////////////////////////////////////////////////////
  class GeometricalVertex : public Vertex {
   public:
    int cas;
    friend class Geometry;
    GeometricalVertex *link;    //  link all the same GeometricalVertex circular (Crack)
    int Corner( ) const { return cas & 4; }
    int Required( ) const { return cas & 6; }    // a corner is required
    void SetCorner( ) { cas |= 4; }
    void SetRequired( ) { cas |= 2; }
    void Set( ) { cas = 0; }
    void Set(const Vertex &v) {    // add for bug in clang++ compile FH very strang and hard  ...
      i = v.i;
      r = v.r;
      m = v.m;
      t = v.t;
      vint = v.vint;
    }
    GeometricalVertex( ) : cas(0), link(this){};
    GeometricalVertex *The( ) {
      assert(link);
      return link;
    }    // return a unique vertices
    int IsThe( ) const { return link == this; }

    inline void Set(const GeometricalVertex &rec, const Geometry &Gh, const Geometry &GhNew);
    inline friend ostream &operator<<(ostream &f, const GeometricalVertex &s) {
      f << s.r << "," << s.cas << ".";
      return f;
    }
  };

  /////////////////////////////////////////////////////////////////////////////////////
  class GeometricalEdge {
   public:
    GeometricalVertex *v[2];
    Int4 ref;
    Int4 CurveNumber;
    R2 tg[2];    // the 2 tangente
    //   if tg[0] =0 => no continuite
    GeometricalEdge *Adj[2];
    int SensAdj[2];
    //  private:
    int flag;

   public:
    GeometricalEdge *link;    // if   Cracked() or Equi()

    // end of data

    GeometricalVertex &operator[](int i) { return *v[i]; };
    const GeometricalVertex &operator[](int i) const { return *v[i]; };
    GeometricalVertex *operator( )(int i) { return v[i]; };
    // inline void Set(const Geometry &,Int4,Geometry &);

    R2 F(Real8 theta) const;                 // parametrization of the curve edge
    Real8 R1tg(Real8 theta, R2 &t) const;    // 1/radius of curvature + tangente
    int Cracked( ) const { return flag & 1; }
    int Dup( ) const { return flag & 32; }
    int Equi( ) const { return flag & 2; }
    int ReverseEqui( ) const { return flag & 128; }
    int TgA( ) const { return flag & 4; }
    int TgB( ) const { return flag & 8; }
    int Tg(int i) const { return i == 0 ? TgA( ) : TgB( ); }
    int Mark( ) const { return flag & 16; }
    int Required( ) { return flag & 64; }
    void SetCracked( ) { flag |= 1; }
    void SetDup( ) { flag |= 32; }    // not a real edge
    void SetEqui( ) { flag |= 2; }
    void SetTgA( ) { flag |= 4; }
    void SetTgB( ) { flag |= 8; }
    void SetMark( ) { flag |= 16; }
    void SetUnMark( ) { flag &= 1007 /* 1023-16*/; }
    void SetRequired( ) { flag |= 64; }
    void SetReverseEqui( ) { flag |= 128; }

    inline void Set(const GeometricalEdge &rec, const Geometry &Th, Geometry &ThNew);

#ifdef DRAWING
    void Draw(Int4 = -1);
#endif
  };

  class Curve {
   public:
    GeometricalEdge *be, *ee;    // begin et end edge
    int kb, ke;                  //  begin vetex and end vertex
    Curve *next;                 // next curve equi to this
    bool master;                 // true => of equi curve point on this curve
    inline void Set(const Curve &rec, const Geometry &Th, Geometry &ThNew);
    Curve( ) : be(0), ee(0), kb(0), ke(0), next(0), master(true) {}
    void Reverse( ) {
      Exchange(be, ee);
      Exchange(kb, ke);
    }    //  revese the sens of the curse
  };

  /////////////////////////////////////////////////////////////////////////////////////
  class Triangle {
    friend class TriangleAdjacent;
    friend ostream &operator<<(ostream &f, const Triangle &ta);

   private:    // les arete sont opposes a un sommet
    Vertex
      *ns[3];    // 3 vertices if t is triangle, t[i] allowed by access function, (*t)[i] if pointer
    Triangle *at[3];    // nu triangle adjacent
    Int1 aa[3];         // les nu des arete dans le triangles (mod 4)
   public:
    Icoor2 det;    // determinant du triangle (2 fois l aire des vertices entieres)
    union {
      Triangle *link;
      Int4 color;
    };
    void SetDet( ) {
      if (ns[0] && ns[1] && ns[2])
        det = bamg::det(*ns[0], *ns[1], *ns[2]);
      else
        det = -1;
    }
    Triangle( ) {}
    Triangle(Triangles *Th, Int4 i, Int4 j, Int4 k);
    Triangle(Vertex *v0, Vertex *v1, Vertex *v2);
    inline void Set(const Triangle &, const Triangles &, Triangles &);
    inline int In(Vertex *v) const { return ns[0] == v || ns[1] == v || ns[2] == v; }
    TriangleAdjacent FindBoundaryEdge(int) const;
    int infv( ) const { return ns[0] ? ((ns[1] ? (ns[2] ? -1 : 2) : 1)) : 0; }
    void ReNumbering(Triangle *tb, Triangle *te, Int4 *renu) {
      if (link >= tb && link < te) link = tb + renu[link - tb];
      if (at[0] >= tb && at[0] < te) at[0] = tb + renu[at[0] - tb];
      if (at[1] >= tb && at[1] < te) at[1] = tb + renu[at[1] - tb];
      if (at[2] >= tb && at[2] < te) at[2] = tb + renu[at[2] - tb];
    }
    void ReNumbering(Vertex *vb, Vertex *ve, Int4 *renu) {
      if (ns[0] >= vb && ns[0] < ve) ns[0] = vb + renu[ns[0] - vb];
      if (ns[1] >= vb && ns[1] < ve) ns[1] = vb + renu[ns[1] - vb];
      if (ns[2] >= vb && ns[2] < ve) ns[2] = vb + renu[ns[2] - vb];
    }

    const Vertex &operator[](int i) const { return *ns[i]; };
    Vertex &operator[](int i) { return *ns[i]; };

    const Vertex *operator( )(int i) const { return ns[i]; };
    Vertex *&operator( )(int i) { return ns[i]; };

    TriangleAdjacent Adj(int i) const    // triangle adjacent + arete
    {
      return TriangleAdjacent(at[i], aa[i] & 3);
    };

    Triangle *TriangleAdj(int i) const { return at[i & 3]; }    // triangle adjacent + arete
    Int1 NuEdgeTriangleAdj(int i) const {
      return aa[i & 3] & 3;
    }    // Number of the  adjacent edge in adj tria

    inline Real4 qualite( );

    void SetAdjAdj(Int1 a) {
      a &= 3;
      Triangle *tt = at[a];
      aa[a] &= 55;    // remove MarkUnSwap
      Int1 aatt = aa[a] & 3;
      if (tt) {
        tt->at[aatt] = this;
        tt->aa[aatt] = a + (aa[a] & 60);
      }    // Copy all the mark
    }

    void SetAdj2(Int1 a, Triangle *t, Int1 aat) {
      at[a] = t;
      aa[a] = aat;
      if (t) {
        t->at[aat] = this;
        t->aa[aat] = a;
      }
    }

    void SetTriangleContainingTheVertex( ) {
      if (ns[0]) (ns[0]->t = this, ns[0]->vint = 0);
      if (ns[1]) (ns[1]->t = this, ns[1]->vint = 1);
      if (ns[2]) (ns[2]->t = this, ns[2]->vint = 2);
    }

    int swap(Int2 a1, int = 0);
    Int4 Optim(Int2 a, int = 0);

    int Locked(int a) const { return aa[a] & 4; }
    int Hidden(int a) const { return aa[a] & 16; }
    int Cracked(int a) const { return aa[a] & 32; }
    // for optimisation
    int GetAllflag(int a) { return aa[a] & 1020; }
    void SetAllFlag(int a, int f) { aa[a] = (aa[a] & 3) + (1020 & f); }

    void SetHidden(int a) {
      Triangle *t = at[a];
      if (t) t->aa[aa[a] & 3] |= 16;
      aa[a] |= 16;
    }
    void SetCracked(int a) {
      Triangle *t = at[a];
      if (t) t->aa[aa[a] & 3] |= 32;
      aa[a] |= 32;
    }

    double QualityQuad(int a, int option = 1) const;
    Triangle *Quadrangle(Vertex *&v0, Vertex *&v1, Vertex *&v2, Vertex *&v3) const;

    void SetLocked(int a) {
      Triangle *t = at[a];
      t->aa[aa[a] & 3] |= 4;
      aa[a] |= 4;
    }

    void SetMarkUnSwap(int a) {
      Triangle *t = at[a];
      t->aa[aa[a] & 3] |= 8;
      aa[a] |= 8;
    }

    void SetUnMarkUnSwap(int a) {
      Triangle *t = at[a];
      t->aa[aa[a] & 3] &= 55;    // 23 + 32
      aa[a] &= 55;
    }

#ifdef DEBUG
    void inline checka(Int1 a);
    void inline check( );
#endif

#ifdef DRAWING
    void Draw(Int4 i = -1) const;
    int swapDRAW(Int2 a1);

#endif

  };    // end of Triangle class

  class ListofIntersectionTriangles {
    /////////////////////////////////////////////////////////////////////////////////////
    class IntersectionTriangles {
     public:
      Triangle *t;
      Real8 bary[3];    // use if t != 0
      R2 x;
      Metric m;
      Real8 s;     // abscisse curviline
      Real8 sp;    // len of the previous seg in m
      Real8 sn;    // len of the  next seg in m
    };
    /////////////////////////////////////////////////////////////////////////////////////
    class SegInterpolation {
     public:
      GeometricalEdge *e;
      Real8 sBegin, sEnd;    // abscisse of the seg on edge parameter
      Real8 lBegin, lEnd;    // length abscisse  set in ListofIntersectionTriangles::Length
      int last;              // last index  in ListofIntersectionTriangles for this Sub seg of edge
      R2 F(Real8 s) {
        Real8 c01 = lEnd - lBegin, c0 = (lEnd - s) / c01, c1 = (s - lBegin) / c01;
        assert(lBegin <= s && s <= lEnd);
        return e->F(sBegin * c0 + sEnd * c1);
      }
    };

    int MaxSize;    //
    int Size;       //
    Real8 len;      //
    int state;
    IntersectionTriangles *lIntTria;
    int NbSeg;
    int MaxNbSeg;
    SegInterpolation *lSegsI;

   public:
    IntersectionTriangles &operator[](int i) { return lIntTria[i]; }
    operator int &( ) { return Size; }
    ListofIntersectionTriangles(int n = 256, int m = 16)
      : MaxSize(n), Size(0), len(-1), state(-1), lIntTria(new IntersectionTriangles[n]), NbSeg(0),
        MaxNbSeg(m), lSegsI(new SegInterpolation[m]) {
      if (verbosity > 9)
        cout << "      construct ListofIntersectionTriangles" << MaxSize << " " << MaxNbSeg << endl;
    };
    ~ListofIntersectionTriangles( ) {
      if (lIntTria) delete[] lIntTria, lIntTria = 0;
      if (lSegsI) delete[] lSegsI, lSegsI = 0;
    }
    void init( ) {
      state = 0;
      len = 0;
      Size = 0;
    }

    int NewItem(Triangle *tt, Real8 d0, Real8 d1, Real8 d2);
    int NewItem(R2, const Metric &);
    void NewSubSeg(GeometricalEdge *e, Real8 s0, Real8 s1) {
      if (NbSeg >= MaxNbSeg) {
        int mneo = MaxNbSeg;
        MaxNbSeg *= 2;
        if (verbosity > 3) cout << " reshape lSegsI from " << mneo << " to " << MaxNbSeg << endl;
        SegInterpolation *lEn = new SegInterpolation[MaxNbSeg];
        assert(lSegsI && NbSeg < MaxNbSeg);
        for (int i = 0; i < NbSeg; i++) lEn[i] = lSegsI[MaxNbSeg];    // copy old to new
        delete[] lSegsI;                                              // remove old
        lSegsI = lEn;
      }
      if (NbSeg) lSegsI[NbSeg - 1].last = Size;
      lSegsI[NbSeg].e = e;
      lSegsI[NbSeg].sBegin = s0;
      lSegsI[NbSeg].sEnd = s1;
      NbSeg++;
    }

    //  void CopyMetric(int i,int j){ lIntTria[j].m=lIntTria[i].m;}
    //  void CopyMetric(const Metric & mm,int j){ lIntTria[j].m=mm;}

    void ReShape( ) {
      int newsize = MaxSize * 2;
      IntersectionTriangles *nw = new IntersectionTriangles[newsize];
      assert(nw);
      for (int i = 0; i < MaxSize; i++)    // recopy
        nw[i] = lIntTria[i];
      if (verbosity > 3)
        cout << " ListofIntersectionTriangles  ReShape MaxSize " << MaxSize << " -> " << newsize
             << endl;
      MaxSize = newsize;
      delete[] lIntTria;    // remove old
      lIntTria = nw;        // copy pointer
    }

    void SplitEdge(const Triangles &, const R2 &, const R2 &, int nbegin = 0);
    Real8 Length( );
    Int4 NewPoints(Vertex *, Int4 &nbv, Int4 nbvx);
  };

  /////////////////////////////////////////////////////////////////////////////////////
  class GeometricalSubDomain {
   public:
    GeometricalEdge *edge;
    int sens;    // -1 or 1
    Int4 ref;
    inline void Set(const GeometricalSubDomain &, const Geometry &, const Geometry &);
  };
  /////////////////////////////////////////////////////////////////////////////////////
  class SubDomain {
   public:
    Triangle *head;
    Int4 ref;
    int sens;      // -1 or 1
    Edge *edge;    // to  geometrical
    inline void Set(const Triangles &, Int4, Triangles &);
  };
  /////////////////////////////////////////////////////////////////////////////////////
  class VertexOnGeom {
   public:
    Vertex *mv;
    Real8 abscisse;
    union {
      GeometricalVertex *gv;    // if abscisse <0;
      GeometricalEdge *ge;      // if abscisse in [0..1]
    };
    inline void Set(const VertexOnGeom &, const Triangles &, Triangles &);
    int OnGeomVertex( ) const { return abscisse < 0; }
    int OnGeomEdge( ) const { return abscisse >= 0; }
    VertexOnGeom( ) : mv(0), abscisse(0) { gv = 0; }
    VertexOnGeom(Vertex &m, GeometricalVertex &g) : mv(&m), abscisse(-1) { gv = &g; }
    //  cout << "        mv = " <<mv << " gv = "  << gv << endl;}
    VertexOnGeom(Vertex &m, GeometricalEdge &g, Real8 s) : mv(&m), abscisse(s) { ge = &g; }
    // cout << &g << " "  << ge << endl;}
    operator Vertex *( ) const { return mv; }
    operator GeometricalVertex *( ) const { return gv; }
    operator GeometricalEdge *( ) const { return ge; }
    //  operator Real8 & () {return abscisse;}
    operator const Real8 &( ) const { return abscisse; }
    int IsRequiredVertex( ) { return ((abscisse < 0 ? (gv ? gv->Required( ) : 0) : 0)); }
    void SetOn( ) {
      mv->on = this;
      mv->vint = IsVertexOnGeom;
    }
    friend ostream &operator<<(ostream &f, const VertexOnGeom &vog) {
      f << vog.abscisse << " " << vog.mv << " " << vog.gv << " ; ";
      if (vog.abscisse < 0) f << *vog.gv << " ;; ";
      //    else f << *vog.ge << " ;; " ;
      return f;
    }
    inline void Set(const Triangles &, Int4, Triangles &);
  };
  /////////////////////////////////////////////////////////////////////////////////////
  class VertexOnVertex {
   public:
    Vertex *v, *bv;
    VertexOnVertex(Vertex *w, Vertex *bw) : v(w), bv(bw) {}
    VertexOnVertex( ){};
    inline void Set(const Triangles &, Int4, Triangles &);
    void SetOnBTh( ) {
      v->onbv = bv;
      v->vint = IsVertexOnVertex;
    }
  };
  /////////////////////////////////////////////////////////////////////////////////////
  class VertexOnEdge {
   public:
    Vertex *v;
    Edge *be;
    Real8 abcisse;
    VertexOnEdge(Vertex *w, Edge *bw, Real8 s) : v(w), be(bw), abcisse(s) {}
    VertexOnEdge( ) {}
    inline void Set(const Triangles &, Int4, Triangles &);
    void SetOnBTh( ) {
      v->onbe = this;
      v->vint = IsVertexOnEdge;
    }
    Vertex &operator[](int i) const { return (*be)[i]; }
    operator Real8( ) const { return abcisse; }
    operator Vertex *( ) const { return v; }
    operator Edge *( ) const { return be; }
  };

  inline TriangleAdjacent FindTriangleAdjacent(Edge &E);
  inline Vertex *TheVertex(Vertex *a);    // for remove crak in mesh
  /////////////////////////////////////////////////////////////////////////////////////

  class CrackedEdge {    // a small class to store on crack an uncrack information
    friend class Triangles;
    friend ostream &operator<<(ostream &f, const Triangles &Th);
    class CrackedTriangle {
      friend class Triangles;
      friend class CrackedEdge;
      friend ostream &operator<<(ostream &f, const Triangles &Th);
      Triangle *t;       // edge of triangle t
      int i;             //  edge number of in triangle
      Edge *edge;        // the  2 edge
      Vertex *New[2];    // new vertex number
      CrackedTriangle( ) : t(0), i(0), edge(0) { New[0] = New[1] = 0; }
      CrackedTriangle(Edge *a) : t(0), i(0), edge(a) { New[0] = New[1] = 0; }
      void Crack( ) {
        Triangle &T(*t);
        int i0 = VerticesOfTriangularEdge[i][0];
        int i1 = VerticesOfTriangularEdge[i][0];
        assert(New[0] && New[1]);
        T(i0) = New[0];
        T(i1) = New[1];
      }
      void UnCrack( ) {
        Triangle &T(*t);
        int i0 = VerticesOfTriangularEdge[i][0];
        int i1 = VerticesOfTriangularEdge[i][0];
        assert(New[0] && New[1]);
        T(i0) = TheVertex(T(i0));
        T(i1) = TheVertex(T(i1));
      }
      void Set( ) {
        TriangleAdjacent ta(FindTriangleAdjacent(*edge));
        t = ta;
        i = ta;

        New[0] = ta.EdgeVertex(0);
        New[1] = ta.EdgeVertex(1);
        // warning the ref
      }

    };    // end of class CrackedTriangle
   public:
    CrackedTriangle a, b;
    CrackedEdge( ) : a( ), b( ) {}
    CrackedEdge(Edge *start, Int4 i, Int4 j) : a(start + i), b(start + j){};
    CrackedEdge(Edge *e0, Edge *e1) : a(e0), b(e1){};

    void Crack( ) {
      a.Crack( );
      b.Crack( );
    }
    void UnCrack( ) {
      a.UnCrack( );
      b.UnCrack( );
    }
    void Set( ) { a.Set( ), b.Set( ); }
  };

  /////////////////////////////////////////////////////////////////////////////////////

  class Triangles {
   public:
    enum TypeFileMesh {
      AutoMesh = 0,
      BDMesh = 1,
      NOPOMesh = 2,
      amMesh = 3,
      am_fmtMesh = 4,
      amdbaMesh = 5,
      //-----------------------------ajout format hdf5-----------------------------//
      //    ftqMesh=6,mshMesh=7};
      ftqMesh = 6,
      mshMesh = 7,
      hdf5Mesh = 8
    };
    //-----------------------------ajout format hdf5-----------------------------//

    int static counter;    // to kown the number of mesh in memory
    int OnDisk;            // true if on disk
    Geometry &Gh;          // Geometry
    Triangles &BTh;        // Background Mesh Bth==*this =>no  background

    Int4 NbRef;         // counter of ref on the this class if 0 we can delete
    Int4 nbvx, nbtx;    // nombre max  de sommets , de  triangles

    Int4 nt, nbv, nbt, nbiv, nbe;    // nb of legal triangles, nb of vertex, of triangles,
    // of initial vertices, of edges with reference,
    Int4 NbOfQuad;    // nb of quadrangle

    Int4 NbSubDomains;    //
    Int4 NbOutT;          // Nb of oudeside triangle
    Int4 NbOfTriangleSearchFind;
    Int4 NbOfSwapTriangle;
    char *name, *identity;
    Vertex *vertices;    // data of vertices des sommets

    Int4 NbVerticesOnGeomVertex;
    VertexOnGeom *VerticesOnGeomVertex;

    Int4 NbVerticesOnGeomEdge;
    VertexOnGeom *VerticesOnGeomEdge;

    Int4 NbVertexOnBThVertex;
    VertexOnVertex *VertexOnBThVertex;

    Int4 NbVertexOnBThEdge;
    VertexOnEdge *VertexOnBThEdge;

    Int4 NbCrackedVertices;

    Int4 NbCrackedEdges;
    CrackedEdge *CrackedEdges;

    R2 pmin, pmax;      // extrema
    Real8 coefIcoor;    // coef to integer Icoor1;

    Triangle *triangles;
    Edge *edges;

    QuadTree *quadtree;
    Vertex **ordre;
    SubDomain *subdomains;
    ListofIntersectionTriangles lIntTria;
    int warning;
    // end of variable

    Triangles(Int4 i);    //:BTh(*this),Gh(*new Geometry()){PreInit(i);}
    void clear( );
    ~Triangles( ) {
      if (NbRef == 0) {
        clear( );
        NbRef = -1;
      }
    }
    Triangles(const char *, Real8 = -1);

    Triangles(Int4 nbvx, Triangles &BT, int keepBackVertices = 1) : Gh(BT.Gh), BTh(BT) {
      try {
        GeomToTriangles1(nbvx, keepBackVertices);
      } catch (...) {
        this->clear( );
        throw;
      }
    }

    Triangles(Int4 nbvx, Geometry &G) : Gh(G), BTh(*this) {
      try {
        GeomToTriangles0(nbvx);
      } catch (...) {
        this->clear( );
        throw;
      }
    }
    Triangles(Triangles &, Geometry *pGh = 0, Triangles *pBTh = 0,
              Int4 nbvxx = 0);    // COPY OPERATEUR
    //  Triangles(Triangles &){ cerr << " BUG call copy opretor of Triangles" <<
    //  endl;MeshError(111);}
    Triangles(const Triangles &, const int *flag, const int *bb);    // truncature

    void SetIntCoor(const char *from = 0);

    // void  RandomInit();
    // void  CubeInit(int ,int);

    Real8 MinimalHmin( ) const { return 2.0 / coefIcoor; }
    Real8 MaximalHmax( ) const { return Max(pmax.x - pmin.x, pmax.y - pmin.y); }
    const Vertex &operator[](Int4 i) const { return vertices[i]; };
    Vertex &operator[](Int4 i) { return vertices[i]; };
    const Triangle &operator( )(Int4 i) const { return triangles[i]; };
    Triangle &operator( )(Int4 i) { return triangles[i]; };
    I2 toI2(const R2 &P) const {
      return I2((Icoor1)(coefIcoor * (P.x - pmin.x)), (Icoor1)(coefIcoor * (P.y - pmin.y)));
    }
    R2 toR2(const I2 &P) const {
      return R2((double)P.x / coefIcoor + pmin.x, (double)P.y / coefIcoor + pmin.y);
    }
    void Add(Vertex &s, Triangle *t, Icoor2 * = 0);
    void Insert( );
    //  void InsertOld();
    void ForceBoundary( );
    void Heap( );
    void FindSubDomain(int);
    Int4 ConsRefTriangle(Int4 *) const;
    void ShowHistogram( ) const;
    void ShowRegulaty( ) const;    // Add FH avril 2007
                                   //  void ConsLinkTriangle();

    void ReMakeTriangleContainingTheVertex( );
    void UnMarkUnSwapTriangle( );
    void SmoothMetric(Real8 raisonmax);
    void BoundAnisotropy(Real8 anisomax, double hminaniso = 1e-100);
    void MaxSubDivision(Real8 maxsubdiv);
    void WriteMetric(ostream &, int iso);
    Edge **MakeGeometricalEdgeToEdge( );
    void SetVertexFieldOn( );
    void SetVertexFieldOnBTh( );
    Int4 SplitInternalEdgeWithBorderVertices( );
    void MakeQuadrangles(double costheta);
    int SplitElement(int choice);
    void MakeQuadTree( );
    void NewPoints(Triangles &, int KeepBackVertex = 1);
    Int4 InsertNewPoints(Int4 nbvold, Int4 &NbTSwap);
    void NewPointsOld(Triangles &);
    void NewPoints(int KeepBackVertex = 1) { NewPoints(*this, KeepBackVertex); }
    void ReNumberingTheTriangleBySubDomain(bool justcompress = false);
    void ReNumberingVertex(Int4 *renu);
    void SmoothingVertex(int = 3, Real8 = 0.3);
    Metric MetricAt(const R2 &) const;
    GeometricalEdge *ProjectOnCurve(Edge &AB, Vertex &A, Vertex &B, Real8 theta, Vertex &R,
                                    VertexOnEdge &BR, VertexOnGeom &GR);

    void WriteElements(ostream &f, Int4 *reft, Int4 nbInT) const;

    Int4 Number(const Triangle &t) const { return &t - triangles; }
    Int4 Number(const Triangle *t) const { return t - triangles; }
    Int4 Number(const Vertex &t) const { return &t - vertices; }
    Int4 Number(const Vertex *t) const { return t - vertices; }
    Int4 Number(const Edge &t) const { return &t - edges; }
    Int4 Number(const Edge *t) const { return t - edges; }
    Int4 Number2(const Triangle *t) const {
      //   if(t>= triangles && t < triangles + nbt )
      return t - triangles;
      //  else  return t - OutSidesTriangles;
    }

    Vertex *NearestVertex(Icoor1 i, Icoor1 j);
    Triangle *FindTriangleContening(const I2 &, Icoor2[3], Triangle *tstart = 0) const;
    void Write(const char *filename, const TypeFileMesh type = AutoMesh) const;
    void Write_am_fmt(ostream &) const;
    void Write_am(ostream &) const;
    void Write_ftq(ostream &) const;
    void Write_nopo(ostream &) const;
    void Write_msh(ostream &) const;
    //-----------------------------ajout format hdf5-----------------------------//
    void Write_hdf5(const char *filename) const;
    //-----------------------------ajout format hdf5-----------------------------//
    void Write_amdba(ostream &) const;

    void Read(MeshIstream &, int version, Real8 cutoffradian);
    void Read_am_fmt(MeshIstream &);
    void Read_amdba(MeshIstream &);
    void Read_am(MeshIstream &);
    void Read_nopo(MeshIstream &);
    void Read_ftq(MeshIstream &);
    void Read_msh(MeshIstream &);

    void ReadMetric(const char *fmetrix, const Real8 hmin, const Real8 hmax, const Real8 coef);
    void IntersectConsMetric(const double *s, const Int4 nbsol, const int *typsols,
                             const Real8 hmin, const Real8 hmax, const Real8 coef,
                             const Real8 anisomax, const Real8 CutOff = 1.e-4,
                             const int NbJacobi = 1, const int DoNormalisation = 1,
                             const double power = 1.0, const int choise = 0);
    void IntersectGeomMetric(const Real8 err, const int iso);

    int isCracked( ) const { return NbCrackedVertices != 0; }
    int Crack( );
    int UnCrack( );

#ifdef DEBUG
    void inline Check( );
#endif
#ifdef DRAWING
    void Draw( ) const;
    void InitDraw( ) const;
    void inquire( );
#endif
    friend ostream &operator<<(ostream &f, const Triangles &Th);
    void Write(const char *filename);
    void ConsGeometry(Real8 = -1.0, int *equiedges = 0);    // construct a geometry if no geo
    void FillHoleInMesh( );
    int CrackMesh( );

   private:
    void GeomToTriangles1(Int4 nbvx,
                          int KeepBackVertices = 1);    // the  real constructor mesh adaption
    void GeomToTriangles0(Int4 nbvx);                   // the  real constructor mesh generator
    void PreInit(Int4, char * = 0);
    //
    void Write_nop5(OFortranUnFormattedFile *f, Int4 &lnop5, Int4 &nef, Int4 &lgpdn,
                    Int4 ndsr) const;

  };    // End Class Triangles
  /////////////////////////////////////////////////////////////////////////////////////
  class Geometry {
   public:
    int OnDisk;
    Int4 NbRef;    // counter of ref on the this class if 0 we can delete

    char *name;
    Int4 nbvx, nbtx;             // nombre max  de sommets , de  Geometry
    Int4 nbv, nbt, nbiv, nbe;    // nombre de sommets, de Geometry, de sommets initiaux,
    Int4 NbSubDomains;           //
    Int4 NbEquiEdges;
    Int4 NbCrackedEdges;
    //  Int4 nbtf;//  de triangle frontiere
    Int4 NbOfCurves;
    int empty( ) { return (nbv == 0) && (nbt == 0) && (nbe == 0) && (NbSubDomains == 0); }
    GeometricalVertex *vertices;    // data of vertices des sommets
    Triangle *triangles;
    GeometricalEdge *edges;
    QuadTree *quadtree;
    GeometricalSubDomain *subdomains;
    Curve *curves;
    ~Geometry( );
    Geometry(const Geometry &Gh);              // Copy  Operator
    Geometry(int nbg, const Geometry **ag);    // intersection operator

    R2 pmin, pmax;      // extrema
    Real8 coefIcoor;    // coef to integer Icoor1;
    Real8 MaximalAngleOfCorner;

    //  end of data

    I2 toI2(const R2 &P) const {
      return I2((Icoor1)(coefIcoor * (P.x - pmin.x)), (Icoor1)(coefIcoor * (P.y - pmin.y)));
    }

    Real8 MinimalHmin( ) { return 2.0 / coefIcoor; }
    Real8 MaximalHmax( ) { return Max(pmax.x - pmin.x, pmax.y - pmin.y); }
    void ReadGeometry(const char *);
    void ReadGeometry(MeshIstream &, const char *);

    void EmptyGeometry( );
    Geometry( ) { EmptyGeometry( ); }    // empty Geometry
    void AfterRead( );
    Geometry(const char *filename) {
      EmptyGeometry( );
      OnDisk = 1;
      ReadGeometry(filename);
      AfterRead( );
    }

    void ReadMetric(const char *, Real8 hmin, Real8 hmax, Real8 coef);
    const GeometricalVertex &operator[](Int4 i) const { return vertices[i]; };
    GeometricalVertex &operator[](Int4 i) { return vertices[i]; };
    const GeometricalEdge &operator( )(Int4 i) const { return edges[i]; };
    GeometricalEdge &operator( )(Int4 i) { return edges[i]; };
    Int4 Number(const GeometricalVertex &t) const { return &t - vertices; }
    Int4 Number(const GeometricalVertex *t) const { return t - vertices; }
    Int4 Number(const GeometricalEdge &t) const { return &t - edges; }
    Int4 Number(const GeometricalEdge *t) const { return t - edges; }
    Int4 Number(const Curve *c) const { return c - curves; }

    void UnMarkEdges( ) {
      for (Int4 i = 0; i < nbe; i++) edges[i].SetUnMark( );
    }

    GeometricalEdge *ProjectOnCurve(const Edge &, Real8, Vertex &, VertexOnGeom &) const;
    GeometricalEdge *Contening(const R2 P, GeometricalEdge *start) const;
    friend ostream &operator<<(ostream &f, const Geometry &Gh);
    void Write(const char *filename);

#ifdef DEBUG
    void inline Check( );
#endif
#ifdef DRAWING
    void Draw( ) const;
    void InitDraw( ) const;
#endif

  };    // End Class Geometry

  /////////////////////////////////////////////////////////////////////////////////////
  /////////////////////////////////////////////////////////////////////////////////////
  ///////////////////           END CLASS          ////////////////////////////////////
  /////////////////////////////////////////////////////////////////////////////////////
  /////////////////////////////////////////////////////////////////////////////////////

  inline Triangles::Triangles(Int4 i) : Gh(*new Geometry( )), BTh(*this) { PreInit(i); }

  extern Triangles *CurrentTh;

  TriangleAdjacent CloseBoundaryEdge(I2, Triangle *, double &, double &);
  TriangleAdjacent CloseBoundaryEdgeV2(I2 A, Triangle *t, double &a, double &b);

  Int4 FindTriangle(Triangles &Th, Real8 x, Real8 y, double *a, int &inside);

  inline Triangle *Triangle::Quadrangle(Vertex *&v0, Vertex *&v1, Vertex *&v2, Vertex *&v3) const {
    // return the other triangle of the quad if a quad or 0 if not a quat
    Triangle *t = 0;
    if (link) {
      int a = -1;
      if (aa[0] & 16) a = 0;
      if (aa[1] & 16) a = 1;
      if (aa[2] & 16) a = 2;
      if (a >= 0) {
        t = at[a];
        //  if (t-this<0) return 0;
        v2 = ns[VerticesOfTriangularEdge[a][0]];
        v0 = ns[VerticesOfTriangularEdge[a][1]];
        v1 = ns[OppositeEdge[a]];
        v3 = t->ns[OppositeEdge[aa[a] & 3]];
      }
    }
    return t;
  }

  inline double Triangle::QualityQuad(int a, int option) const {    // first do the logique part
    double q;
    if (!link || aa[a] & 4)
      q = -1;
    else {
      Triangle *t = at[a];
      if (t - this < 0)
        q = -1;    // because we do 2 times
      else if (!t->link)
        q = -1;
      else if (aa[0] & 16 || aa[1] & 16 || aa[2] & 16 || t->aa[0] & 16 || t->aa[1] & 16 ||
               t->aa[2] & 16)
        q = -1;
      else if (option) {
        const Vertex &v2 = *ns[VerticesOfTriangularEdge[a][0]];
        const Vertex &v0 = *ns[VerticesOfTriangularEdge[a][1]];
        const Vertex &v1 = *ns[OppositeEdge[a]];
        const Vertex &v3 = *t->ns[OppositeEdge[aa[a] & 3]];
        q = QuadQuality(v0, v1, v2, v3);    // do the float part
      } else
        q = 1;
    }
    return q;
  }

  inline void Vertex::Set(const Vertex &rec, const Triangles &, Triangles &) { *this = rec; }
  inline void GeometricalVertex::Set(const GeometricalVertex &rec, const Geometry &,
                                     const Geometry &) {
    *this = rec;
  }
  inline void Edge::Set(const Triangles &Th, Int4 i, Triangles &ThNew) {
    *this = Th.edges[i];
    v[0] = ThNew.vertices + Th.Number(v[0]);
    v[1] = ThNew.vertices + Th.Number(v[1]);
    if (on) on = ThNew.Gh.edges + Th.Gh.Number(on);
    if (adj[0]) adj[0] = ThNew.edges + Th.Number(adj[0]);
    if (adj[1]) adj[1] = ThNew.edges + Th.Number(adj[1]);
  }
  inline void GeometricalEdge::Set(const GeometricalEdge &rec, const Geometry &Gh,
                                   Geometry &GhNew) {
    *this = rec;
    v[0] = GhNew.vertices + Gh.Number(v[0]);
    v[1] = GhNew.vertices + Gh.Number(v[1]);
    if (Adj[0]) Adj[0] = GhNew.edges + Gh.Number(Adj[0]);
    if (Adj[1]) Adj[1] = GhNew.edges + Gh.Number(Adj[1]);
  }

  inline void Curve::Set(const Curve &rec, const Geometry &Gh, Geometry &GhNew) {
    *this = rec;
    be = GhNew.edges + Gh.Number(be);
    ee = GhNew.edges + Gh.Number(ee);
    if (next) next = GhNew.curves + Gh.Number(next);
  }

  inline void Triangle::Set(const Triangle &rec, const Triangles &Th, Triangles &ThNew) {
    *this = rec;
    if (ns[0]) ns[0] = ThNew.vertices + Th.Number(ns[0]);
    if (ns[1]) ns[1] = ThNew.vertices + Th.Number(ns[1]);
    if (ns[2]) ns[2] = ThNew.vertices + Th.Number(ns[2]);
    if (at[0]) at[0] = ThNew.triangles + Th.Number(at[0]);
    if (at[1]) at[1] = ThNew.triangles + Th.Number(at[1]);
    if (at[2]) at[2] = ThNew.triangles + Th.Number(at[2]);
    if (link >= Th.triangles && link < Th.triangles + Th.nbt)
      link = ThNew.triangles + Th.Number(link);
  }
  inline void VertexOnVertex::Set(const Triangles &Th, Int4 i, Triangles &ThNew) {
    *this = Th.VertexOnBThVertex[i];
    v = ThNew.vertices + Th.Number(v);
  }
  inline void SubDomain::Set(const Triangles &Th, Int4 i, Triangles &ThNew) {
    *this = Th.subdomains[i];
    assert(head - Th.triangles >= 0 && head - Th.triangles < Th.nbt);
    head = ThNew.triangles + Th.Number(head);
    assert(edge - Th.edges >= 0 && edge - Th.edges < Th.nbe);
    edge = ThNew.edges + Th.Number(edge);
  }
  inline void GeometricalSubDomain::Set(const GeometricalSubDomain &rec, const Geometry &Gh,
                                        const Geometry &GhNew) {
    *this = rec;
    edge = Gh.Number(edge) + GhNew.edges;
  }
  inline void VertexOnEdge::Set(const Triangles &Th, Int4 i, Triangles &ThNew) {
    *this = Th.VertexOnBThEdge[i];
    v = ThNew.vertices + Th.Number(v);
  }

  inline void VertexOnGeom::Set(const VertexOnGeom &rec, const Triangles &Th, Triangles &ThNew) {
    *this = rec;
    mv = ThNew.vertices + Th.Number(mv);
    if (gv) {
      if (abscisse < 0)
        gv = ThNew.Gh.vertices + Th.Gh.Number(gv);
      else
        ge = ThNew.Gh.edges + Th.Gh.Number(ge);
    }
  }
  inline Real8 Edge::MetricLength( ) const {
    return LengthInterpole(v[0]->m, v[1]->m, v[1]->r - v[0]->r);
  }

  inline void Triangles::ReMakeTriangleContainingTheVertex( ) {
    Int4 i;
    for (i = 0; i < nbv; i++) {
      vertices[i].vint = 0;
      vertices[i].t = 0;
    }
    for (i = 0; i < nbt; i++) triangles[i].SetTriangleContainingTheVertex( );
  }

  inline void Triangles::UnMarkUnSwapTriangle( ) {
    Int4 i;
    for (i = 0; i < nbt; i++)
      for (int j = 0; j < 3; j++) triangles[i].SetUnMarkUnSwap(j);
  }

  inline void Triangles::SetVertexFieldOn( ) {
    for (Int4 i = 0; i < nbv; i++) vertices[i].on = 0;
    for (Int4 j = 0; j < NbVerticesOnGeomVertex; j++) VerticesOnGeomVertex[j].SetOn( );
    for (Int4 k = 0; k < NbVerticesOnGeomEdge; k++) VerticesOnGeomEdge[k].SetOn( );
  }
  inline void Triangles::SetVertexFieldOnBTh( ) {
    for (Int4 i = 0; i < nbv; i++) vertices[i].on = 0;
    for (Int4 j = 0; j < NbVertexOnBThVertex; j++) VertexOnBThVertex[j].SetOnBTh( );
    for (Int4 k = 0; k < NbVertexOnBThEdge; k++) VertexOnBThEdge[k].SetOnBTh( );
  }

  inline void TriangleAdjacent::SetAdj2(const TriangleAdjacent &ta,
                                        int l) {    // set du triangle adjacent
    if (t) {
      t->at[a] = ta.t;
      t->aa[a] = ta.a | l;
    }
    if (ta.t) {
      ta.t->at[ta.a] = t;
      ta.t->aa[ta.a] = a | l;
    }
  }

  inline int TriangleAdjacent::Locked( ) const { return t->aa[a] & 4; }
  inline int TriangleAdjacent::Cracked( ) const { return t->aa[a] & 32; }
  inline int TriangleAdjacent::GetAllFlag_UnSwap( ) const {
    return t->aa[a] & 1012;
  }    // take all flag except MarkUnSwap

  inline int TriangleAdjacent::MarkUnSwap( ) const { return t->aa[a] & 8; }

  inline void TriangleAdjacent::SetLock( ) { t->SetLocked(a); }

  inline void TriangleAdjacent::SetCracked( ) { t->SetCracked(a); }

  inline TriangleAdjacent TriangleAdjacent::Adj( ) const { return t->Adj(a); }

  inline Vertex *TriangleAdjacent::EdgeVertex(const int &i) const {
    return t->ns[VerticesOfTriangularEdge[a][i]];
  }
  inline Vertex *TriangleAdjacent::OppositeVertex( ) const {
    return t->ns[bamg::OppositeVertex[a]];
  }
  inline Icoor2 &TriangleAdjacent::det( ) const { return t->det; }
  inline TriangleAdjacent Adj(const TriangleAdjacent &a) { return a.Adj( ); }

  inline TriangleAdjacent Next(const TriangleAdjacent &ta) {
    return TriangleAdjacent(ta.t, NextEdge[ta.a]);
  }

  inline TriangleAdjacent Previous(const TriangleAdjacent &ta) {
    return TriangleAdjacent(ta.t, PreviousEdge[ta.a]);
  }

  inline void Adj(GeometricalEdge *&on, int &i) {
    int j = i;
    i = on->SensAdj[i];
    on = on->Adj[j];
  }

  inline Real4 qualite(const Vertex &va, const Vertex &vb, const Vertex &vc) {
    Real4 ret;
    I2 ia = va, ib = vb, ic = vc;
    I2 ab = ib - ia, bc = ic - ib, ac = ic - ia;
    Icoor2 deta = Det(ab, ac);
    if (deta <= 0)
      ret = -1;
    else {
      Real8 a = sqrt((Real8)(ac, ac)), b = sqrt((Real8)(bc, bc)), c = sqrt((Real8)(ab, ab)),
            p = a + b + c;
      Real8 h = Max(Max(a, b), c), ro = deta / p;
      ret = ro / h;
    }
    return ret;
  }

  inline Triangle::Triangle(Triangles *Th, Int4 i, Int4 j, Int4 k) {
    Vertex *v = Th->vertices;

    assert(i >= 0 && j >= 0 && k >= 0);
    assert(i < Th->nbv && j < Th->nbv && k < Th->nbv);
    ns[0] = v + i;
    ns[1] = v + j;
    ns[2] = v + k;
    at[0] = at[1] = at[2] = 0;
    aa[0] = aa[1] = aa[2] = 0;
    det = 0;
  }

  inline Triangle::Triangle(Vertex *v0, Vertex *v1, Vertex *v2) {
    ns[0] = v0;
    ns[1] = v1;
    ns[2] = v2;
    at[0] = at[1] = at[2] = 0;
    aa[0] = aa[1] = aa[2] = 0;
    if (v0)
      det = 0;
    else {
      det = -1;
      link = NULL;
    };
  }

  inline Real4 Triangle::qualite( ) { return det < 0 ? -1 : bamg::qualite(*ns[0], *ns[1], *ns[2]); }

  Int4 inline Vertex::Optim(int i, int koption) {
    Int4 ret = 0;
    if (t && (vint >= 0) && (vint < 3)) {
      ret = t->Optim(vint, koption);
      if (!i) {
        t = 0;    // for no future optime
        vint = 0;
      }
    }
    return ret;
  }

  Icoor2 inline det(const Vertex &a, const Vertex &b, const Vertex &c) {
    Icoor2 bax = b.i.x - a.i.x, bay = b.i.y - a.i.y;
    Icoor2 cax = c.i.x - a.i.x, cay = c.i.y - a.i.y;
    return bax * cay - bay * cax;
  }

  void swap(Triangle *t1, Int1 a1, Triangle *t2, Int1 a2, Vertex *s1, Vertex *s2, Icoor2 det1,
            Icoor2 det2);

  int inline TriangleAdjacent::swap( ) { return t->swap(a); }

  int SwapForForcingEdge(Vertex *&pva, Vertex *&pvb, TriangleAdjacent &tt1, Icoor2 &dets1,
                         Icoor2 &detsa, Icoor2 &detsb, int &nbswap);

  int ForceEdge(Vertex &a, Vertex &b, TriangleAdjacent &taret);

  // inline bofbof   FH
  inline TriangleAdjacent FindTriangleAdjacent(Edge &E) {
    Vertex *a = E.v[0];
    Vertex *b = E.v[1];

    Triangle *t = a->t;
    int i = a->vint;
    TriangleAdjacent ta(t, EdgesVertexTriangle[i][0]);    // Previous edge
    assert(t && i >= 0 && i < 3);
    assert(a == (*t)(i));
    int k = 0;
    do {    // turn around vertex in direct sens (trigo)
      k++;
      assert(k < 20000);
      //  in no crack => ta.EdgeVertex(1) == a otherwise ???
      if (ta.EdgeVertex(1) == a && ta.EdgeVertex(0) == b) return ta;    // find
      ta = ta.Adj( );
      if (ta.EdgeVertex(0) == a && ta.EdgeVertex(1) == b) return ta;    // find
      --ta;
    } while (t != (Triangle *)ta);
    assert(0);
    return TriangleAdjacent(0, 0);    // error
  }

  inline Vertex *TheVertex(Vertex *a)    // give a unique vertex with smallest number
  {                                      // in case on crack in mesh
    Vertex *r(a), *rr;
    Triangle *t = a->t;
    int i = a->vint;
    TriangleAdjacent ta(t, EdgesVertexTriangle[i][0]);    // Previous edge
    assert(t && i >= 0 && i < 3);
    assert(a == (*t)(i));
    int k = 0;
    do {    // turn around vertex in direct sens (trigo)
      k++;
      assert(k < 20000);
      //  in no crack => ta.EdgeVertex(1) == a
      if ((rr = ta.EdgeVertex(0)) < r) r = rr;
      ta = ta.Adj( );
      if ((rr = ta.EdgeVertex(1)) < r) r = rr;
      --ta;
    } while (t != (Triangle *)ta);
    return r;
  }

  inline double CPUtime( ) {
#ifdef SYSTIMES
    struct tms buf;
    if (times(&buf) != -1)
      return ((double)buf.tms_utime + (double)buf.tms_stime) / (long)sysconf(_SC_CLK_TCK);
    else
#endif
      return ((double)clock( )) / CLOCKS_PER_SEC;
  }

#ifdef DEBUG
  void inline Triangle::checka(Int1 a) {
    // verif de la coherence des adjacences de l arete a
    a = a % 4;
    assert(a < 3 && a >= 0);
    Triangle *t1 = this, *t2 = at[a];
    Int2 a1 = a, a2 = aa[a] % 4;

    assert(a2 < 3 && a2 >= 0);
    if (t2 &&
        (((*t1).ns[VerticesOfTriangularEdge[a1][0]] != (*t2).ns[VerticesOfTriangularEdge[a2][1]]) ||
         ((*t1).ns[VerticesOfTriangularEdge[a1][1]] !=
          (*t2).ns[VerticesOfTriangularEdge[a2][0]]))) {
      if (CurrentTh)
        cerr << " In Triangles beetween Triangle " << CurrentTh->Number(t1) << " and "
             << CurrentTh->Number(t2) << endl;
      cerr << "---- t1=" << t1 << " " << a1 << ",  t2=" << t2 << " " << a2 << endl;
      cerr << "t1=" << t1 << " " << a1 << " " << t1->ns[VerticesOfTriangularEdge[a1][0]] << " "
           << t1->ns[VerticesOfTriangularEdge[a1][1]] << endl;
      if (CurrentTh)
        cerr << "t1=" << t1 << " " << a1 << " "
             << CurrentTh->Number(t1->ns[VerticesOfTriangularEdge[a1][0]]) << " "
             << CurrentTh->Number(t1->ns[VerticesOfTriangularEdge[a1][1]]) << endl;
      if (t2)
        cerr << "t2=" << t2 << " " << a2 << " " << t2->ns[VerticesOfTriangularEdge[a2][0]] << " "
             << t2->ns[VerticesOfTriangularEdge[a2][1]] << endl;
      if (t2 && CurrentTh)
        cerr << "t2=" << t2 << " " << a2 << " "
             << CurrentTh->Number(t2->ns[VerticesOfTriangularEdge[a2][0]]) << " "
             << CurrentTh->Number(t2->ns[VerticesOfTriangularEdge[a2][1]]) << endl;
      assert(0);
    }
    if (t2) assert(t1->aa[a1] / 4 == t2->aa[a2] / 4);    // lock compatibite
  }

  void inline Triangle::check( ) {
    Icoor2 det2 = 0;
    //  cout << " check " << this << endl;
    int infv = ns[0] ? ((ns[1] ? (ns[2] ? -1 : 2) : 1)) : 0;
    if (det < 0) {
      if (infv < 0) {
        if (CurrentTh) cerr << " In Triangles " << CurrentTh->Number(this) << endl;
        cerr << " det = " << det << " and " << infv << endl;
        MeshError(5);
      }
    } else if (infv >= 0) {
      if (CurrentTh) cerr << " In Triangles " << CurrentTh->Number(this) << endl;
      cerr << " det = " << det << " and " << infv << endl;
      MeshError(5);
    }

    if (det >= 0)
      if (det != (det2 = bamg::det(*ns[0], *ns[1], *ns[2]))) {    // penthickness(4);Draw();
        if (CurrentTh) cerr << " In Triangles" << CurrentTh->Number(this) << endl;
        cerr << *ns[0] << *ns[1] << " " << *ns[2] << " " << endl;
        cerr << " Bug in triangle " << this << ":" << det << " !=  " << det2 << endl;
        MeshError(5);
      }
    checka(0);
    checka(1);
    checka(2);
    //  if (ns[0]) assert( ns[0] - Meshbegin  >= 0 );
    //  if (ns[0]) assert( Meshend  - ns[0] >= 0 );
    //  if (ns[1]) assert( ns[1] - Meshbegin  >= 0 );
    //  if (ns[1]) assert( Meshend  - ns[1] >= 0 );
    //  if (ns[2]) assert( ns[2] - Meshbegin  >= 0 );
    //  if (ns[2]) assert( Meshend  - ns[2] >= 0 );
    assert(ns[0] != ns[2]);
    assert(ns[1] != ns[2]);
    assert(ns[0] != ns[1]);
  }

#endif

#ifdef DRAWING
  extern Real4 xGrafCoef, yGrafCoef, xGrafOffSet, yGrafOffSet;    // R2 -> I2 transform
  extern R2 Gpmin, Gpmax;
  // extern Real8 Gh;
  // cf routine ILineTo IMoveto

  extern void IMoveTo(long i, long j);
  extern void ILineTo(long i, long j);
  extern char Getxyc(long &i, long &j);
  extern void Draw(float, float);
  extern void Draw(long, long);
  extern void DrawMark(R2 r);
  // inline void DrawMark(D2 r) {DrawMark(R2(r.x,r.y));}
  inline void Move(I2 x) { IMoveTo(x.x, x.y); }
  inline void Move(R2 x) { rmoveto(x.x, x.y); }
  // inline void Move(D2 x) {rmoveto(x.x,x.y);}
  inline void Line(I2 x) { ILineTo(x.x, x.y); }
  inline void Line(R2 x) { rlineto(x.x, x.y); }
// inline void Line(D2 x) {rlineto(x.x,x.y);}
#endif

}    // namespace bamg

#endif    // MESH2_H_
